1. Rail Route
  2. News

Rail Route News

DevBlog: Upcoming 1.1.x version



So, June was our release month and it was a great time to be with Rail Route, for sure! One of the asked questions we get is, “what order should I play the maps in?”And you know what? They’re good questions! There’s currently no way to tell how hard the official levels (and unofficial levels, for that matter) are without playing them yourself. We didn’t have any trouble with this back in, say, March when we had only three maps in the game, but now there’s a whopping twenty-three maps to navigate through. There needs to be a better way to find the correct map and organize the menus to find them faster.

As you may know, we’ve started preparing the next content update recently, and we have already done some groundwork (no major bugs incoming)! These new additions are pretty notable, and since they’re coming up soon, I should tell you all a bit about version 1.1.x.

[h2]Map Difficulties[/h2]

The most important method of categorizing maps is the difficulty. There are many ways to determine how hard a level is and many ways to organize the difficulties. A five-star system was the first idea we thought of trying, but it felt more like a quality rating rather than a difficulty one. The idea was good, but the execution - specifically, the stars - was problematic.

So we took what worked and revamped it, and now there are these five difficulty rankings that we’re adding to the game:

  • Basic - A breeze to beat
  • Easy - Just as it says. Easy.
  • Moderate - Not a walk in the park anymore
  • Challenging - Reasonably difficult, but not impossible
  • Ludicrous - Only the best dispatchers can handle these maps


When you build a map, you can select how difficult it is. We discussed whether the game should calculate the difficulty itself, but we figured it was better just to let the creator manually determine how hard it is. After all, a five-hour level could be easier than a five-minute one, for all we know.

The only problem with this is that some people may think their level is easier or harder than it really is, but the net gain is worth it. So many creators will be better able to advertise their levels on the workshop with this new system for a pretty simple reason - It gives the level a difficulty tag. This will make it a lot easier for players to search for the exact kind of map they want.

And yes, all of the main game maps will be given difficulty rankings. Many people have gotten lost and started with harder maps by accident, even though the “first” map (Wakefield) is at the very end of the list when sorted alphabetically. This feature will help not only map creators but it’ll also help streamline a new player’s initial experience by letting them choose the exact difficulty they want.

[h2]In-game Map Difficulties[/h2]

By the way, here's the difficulty of the current in-game maps. This section may be helpful for newer players.

  • Basic: Wakefield, Daytona, Redsnag
  • Easy: Gateway, Marradon, Glouchester, Scinawka Srednia
  • Moderate: Wading the Willamette, Yamanoue, Charleroi, Swindon, East Sinnoh, Jaukeldyne
  • Challenging: Round-And-About, Pleasant St, Iron Falls
  • Ludicrous: South Honk


[h2]Menu Icons[/h2]

We also added a few new icons and statistics to the main menu to help players identify the type of level they’re playing. These show the timetable length, how many trains you need to dispatch (for timetable maps), how many stations are there for endless maps, and the level’s difficulty. Maybe being able to filter an in-game search these statistics would be helpful, right?



[h2]Map Rating[/h2]

The last thing we wanted to add to the main menu statistics was the map’s community rating on the steam workshop. There’s just one problem - people aren’t rating the maps. We need more people to vote. Going through the workshop can be pretty tedious just to give each level a thumbs up or down; So what if we just add it directly to the game?



When you complete a timetable level, the game will give you the option to give the level a thumbs up or a thumbs down. This will provide creators with a better idea of how much people enjoy their maps rather than just seeing how much they’ve been downloaded.

[h2]Workshop Curation[/h2]

Now, being able to search for levels easily and vote on them is nice, but how do you know if they’re good? There’s no tag for that. With so much community content, there’s gonna be people who don’t know what they’re doing and make overly ambitious/large levels that aren’t fun to play. It’s not fun to download something only to realize it’s not the greatest level.

Well, the solution - at least, the current “fix” we’re trying - is a curated list of community levels. A small council of community members will play these levels and looking for the best qualities in them - fair timetabling, fun gameplay, and engaging timetabling. If a map can meet all three qualities, it’s added to the list, so you’ll be getting the best of the best! You might notice this list is very, very short. It’s not easy to go through nearly 250 maps in a reasonable amount of time. So if your level isn’t on here and you think it should be, you can request it by contacting SteR#4742 on Discord. Do expect the council to be very critical of your level, though.



On top of that, there’s a new featured section on the Workshop homepage where we will feature maps, something like “What to play this month?” Well, why not try one of these?



[h2]Tutorial[/h2]

As we mentioned in the previous blog post, it’s a work in progress, but we’re pouring some time into redoing the tutorial.

[previewyoutube][/previewyoutube]

You can see it's smaller and more task-oriented, but it’s in an authentic setting. The previous tutorial was too “disconnected”; there was no consistency for the player to follow along with; it was very choppy as if the tutorial was cut into pieces.

With this new tutorial, we’re trying to streamline the experience. Instead of hopping between a bunch of smaller, disconnected tutorials, there’s just one big one that gives you all you should need to know at the start of the game. And there’s no need to have any clunky transition between the tutorials and the game itself - some of you may have already noticed, but it takes place in the Prague endless map. Once you “Graduate”/pass the tutorial, it just drops you off right into the experience. The world is your oyster!

We will build on top of this platform later when we broaden the tutorial’s scope in future updates. It’ll help players catch on and know what to do in their first experience with the game :). But so far,  it's looking great! You'll have the chance to test it yourself on the unstable version somewhere soon. Please, give us feedback on how the tutorial feels from the video now!

[h2]Broken Sensors Configuration[/h2]

I must admit this one should have been in the Early Access release, but we didn’t manage to do it in time. Well, here it is :).

[previewyoutube][/previewyoutube]

When the sensor is configured to an unreachable or non-existent connection, it's marked with a new warning icon. This small change will make a big difference when configuring a broken sensor. But what we plan next is to change the sensor placement; allow them to be placed anywhere and connected with the exact point on the track. This would allow much more possibilities in automation. You maybe say we will decrease the tension and give away too many resources (in terms of space), but when we plan to add more sensors and somehow allow them to be connected together in more complex logical gates, we would need that anyway! It will fit nicely. Not in this update but in the future.

[h2]Arrival sensor - any platform[/h2]



The image explanation is straightforward, right? The trains coming into that station that cannot be routed to the desired platform are routed based on this new configuration.

[h2]Other things[/h2]

There's more to come and more we are working on. For example, regarding the internals we did some refactoring on how we work with the dependencies in the code, improving the lifecycle of the game. We are also preparing a better interface on how to define new building elements! Hopefully, I'll make it into a separate blog post in the future. It should be regarding the modding of Rail Route.

By the way, the game is translated into 13 languages, thanks only to the community! Big thank you to all who contributed either with the suggestions or took care of the language as the ambassador! And the good thing - a new language is being added - Japan. I mean, four new ambassadors are taking care of it! And I need to make one more update to the stable version; I want to link this blog post in the game, and yeah, I was too lazy to do some “News” system for it. Hard work, hard done! But I’ll do the language sync and put Japan into Options with it soon :).

[h2]Road Map[/h2]

We also changed how to approach the road map. We set up a new site where you can put your game suggestion (and vote on them!) while moved all content from the old Trello board there. We don't want to have a steadily defined roadmap and we'd like to be more dynamic in terms of "what's actually needed" or requested by the community. We have some bigger milestones to achieve but we will keep them internal for now. We did that during the alpha stage of the game and it worked very well. Our community is helping us drive the right direction a lot! Thank you.



And what a coincidence that the two most wanted suggestions are already on the way into the next version!

Leave us a comment or two! Happy Dispatching!

- Angel

https://store.steampowered.com/app/1124180/Rail_Route/

Hotfix 1.0.13

Just a small hotfix.
Bigger download size is caused by Japanese font.


NEW: Japanese font created. Chinese set to dynamic font atlas
UPDATE: Localizations
FIX: New contracts count badge was not cleared when loading / restarting game without scene switch
FIX: Trail trains for accepted/rejected contracts were stopping in subsequent stations, leading to strange behaviour
FIX: Wrong contract average speed due to wrong distance computation

Hotfix 1.0.12

Here's the riddle:

You see it in nearly every Rail Route video, and yet, it took us quite a long time to fix it!

Answers in the comments :)!


FIX: Auto-dispatching from CoachYard did not process trains already waiting to enter a station (station sign blinking), resulting in missed trains in some corner cases
FIX: Bulldoze Tunnel returning also the upgrade cost
FIX: Errors in texts fixed (handfull, enternity)
FIX: Horizontal scrollbar in Contracts panel interfered with vertical scrolling by mouse wheel.
FIX: It was possible to stop & reverse train just exiting the Coach Yard resulting in ghost state of the train - not disposed & added to the CY but running inside the CY
FIX: Overview's Sound Notifications setting was not loaded properly
FIX: Prevent black station signs in the editor
FIX: Proper color for Aublocks & Tunnels when changing speed
FIX: Rarely train was now disposed after entering CoachYard
FIX: Remove station sensors with platform

A week after release

It's been a busy week. We released Rail Route into Early Access! And we finally showed a game we feel has a well-defined core. A solid foundation we can build onto throughout Early Access, after the Alpha stage. We hope you enjoy the feel of what it's like playing a game inspired by train dispatching mixed with the tycoon. Actually that you still are enjoying.

I would tell it's already having a solid 10-20 hours of content to unlock & play but I've seen hundreds and one thousand! Hehe, that's a lot :). A big thank you to those who have been with us since the beginning for more than 2 years already!

https://store.steampowered.com/app/1124180/Rail_Route/

Don't limit yourself; there are many maps in Steam WorkShop. And/Or you can try different endless styles!

I mean, do one of these as a first thing in Endless Mode:
  • Unlock faster tracks first (better rewards early)
  • Unlock auto-blocks (rapid expansion, more traffic variety)
  • Unlock automation (automate three starting stations)
  • Unlock Coach Yard (whole different level of traffic)


[h2]Feedback[/h2]

Hopefully, we already solved all significant issues from the first week (if you don't feel so, gimme a ping on Discord), and we're onto to jump and prepare the next content update. We thank you all for the fantastic reviews! The first thing we need to improve is the tutorial. Most of the negative feedback we've received mentions it, and yeah, it's true. So we need to improve!



[h2]Tutorial[/h2]
How? We've already started :)! We'll make the tutorial more streamlined, not so cut in the parts, out of the reality. We'll put it right into the endless map, and we'll do everything there. We'll be able to show the controls more fluently handling the actual traffic. That was completely missing in the tutorial. Then, we'll be able to offer another set of advice about track building and contracts - these need to be covered as well! But right now, we will focus on rewrite at least the scope of current tutorials.



[h2]???[/h2]
Because you know? We also want to focus on new thingies & sweets, right? Something shiny must be in every "bigger" update from time to time. Hopefully, we have our ideas right!

I'll keep you informed!
Or jump on our community Discord.
Angel

https://store.steampowered.com/app/1124180/Rail_Route/

Hotfix 1.0.10


NEW: Hide allocated/occupied colors when changing track speeds
NEW: Hide trains when changin track speeds
UPDATE: Differentiate track speed colors better
UPDATE: Substract 1 min when starting a map from the Editor
FIX: Contracts were not generated in prague 1.0.8
FIX: Enable custom contracts button when paused
FIX: Force clear button interactable only when force clear available
FIX: Glassgow map missing border station flag
FIX: Missing smart strings for Prague tutorial
FIX: More space on CY detail panel for text
FIX: Random crashes in autoblocks and overran signals due to wrong motion calculation (deceleration not accounted to motion step length)
FIX: Train lights bad rotation
FIX: Workshop items not loaded in 1.0.8
MOD: IGameMod improved, context switching defined, IControllers introduced
MOD: Load mods in main menu - allow mods for game as well as editor